virtual reality statistics

Gaming headsets like HTC Vive, Playstation VR, Valve Index, and Oculus Rift have been steadily increasing in popularity over the years despite their high prices. Sales projections have risen to 2.2 million compared to last years 2 million units sold. The virtual reality gaming market size is projected to reach $92.31 billion by 2027. The US and China will continue to dominate virtual reality in 2020, but western Europe is expected to overtake Japan. Virtual reality is streamlining processes and improving efficiencies across industries. job is to stay faithful to the truth and remain objective. Register in seconds and access exclusive features. 83 percent of industry leaders believe that the pace of investment in immersive technology will increase: According to a 2021 XR Industry Insider Survey of 164 professionals from across industries, the investment climate is bullish. That explains why these head-mounted display (HMD) devices made up the majority (60%) of the VR revenue share worldwide in 2021. VR statistics are expected to improve as headsets become cheaper and more widely available. Five million head-mounted VR units were sold in 2016 and this number is expected to rise to 68 million by next year. also includes reviews of products or services for which we do not receive monetary compensation. Virtual reality can have many different uses and, according to VR application statistics, it could prove to be a lifesaver - pun intended - for healthcare professionals. With more than 40% of the VR market share in 2018, gaming and entertainment are the dominant force in the virtual reality market. Must people using VR count on it when playing video games. Other notable VR sales figures include online assembly and safety (3.1%) and retail showcasing (2.9%). Social VR users spend over 3 hours a day in VR: According to a Social VR Lifestyle Survey 2021 survey, those engaging in social VR experiences spend over 3 hours a day in virtual reality. VR within the engineering industry can, 40. Even gamers, who tend to spend more time with their virtual reality gaming system of choice than the average VR user, plan to make more use of VR in the future. As customers demand more interactive shopping experiences, the list of virtual reality using companies is growing daily. What is the difference between augmented reality and virtual reality? The total number of active virtual reality users in 2022 is well over 171 million, 5. Roughly 33 percent of respondents to an said the preferred an Apple-provided headset as their first choice, followed by Google at 20 percent. An estimated 64 million Americans used virtual reality in 2022, 2. That includes devices and VR content like games, apps, and subscriptions. all Reviews, View all Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. Almost half, 49%, would explore job opportunities and 46% would use VR to interact with work colleagues. 42.9 million people in the US use virtual reality at least once a month. The consumer virtual reality market, divided into hardware and software segments, is forecast to reach 2.6 billion U.S. dollars in size in 2020. This is up from the $7.7 billion it was worth in 2020. The following virtual reality statistics for 2022 will expound on the trend. The opinions expressed in the comment Today, the VR headset market size is worth approximately $8.1 billion, 20. This supports the companys VR market forecast, which predicts that those sectors will experience the largest growth. Virtual reality statistics, calculated from the number of units shipped, reveal that the number of people interacting with VR is nearing 200 million. Affiliate partnerships may affect where a particular product is listed within a review, but they Scroll on to learn 50 virtual reality statistics. Other consumers had high potential hopes for Film and TV (52%), Sports Viewing (42%), Classroom Education (41%), and Social Media (38%). The latter has been on a considerable upswing in the past two years, along with the rise of VR experiences and apps that allow for virtual tourism and event organization within virtual reality. Head-mounted display devices account for 60% of the global VR revenue share, 25. Statista. VR demographics are definitely skewed toward the younger generations. Knowing that VR adoption has increased year-over-year, we can assume that VR users worldwide may exceed 200 million. VR allows you to live a story rather than being a passive observer, leaning into the wants of this younger demographic. Of course, its easier to use VR when you have your own device. View As a Premium user you get access to background information and details about the release of this statistic. When we consider that the current VR revolution started with Oculus Rift on Kickstarter, it is logical that the tech-savvy younger generations are at the forefront. document.getElementById( "ak_js_7" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_8" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_9" ).setAttribute( "value", ( new Date() ).getTime() ); document.getElementById( "ak_js_10" ).setAttribute( "value", ( new Date() ).getTime() ); This field is for validation purposes and should be left unchanged. This statistic is not included in your account. A survey revealed that almost 20% of consumers had tried virtual reality by 2020. The survey shows a drop in HTC VIVEs share in the SteamVR ecosystem below Oculus Rift S. Most peoples very first VR game was the Star Wars-inspired rhythm game Beat Saber. The companys. Cause-based VR films inspire twice as many donations as normal films, 38. The virtual reality market was valued at $15.81 billion in 2020. Oculus Rift sales numbers are impressive too, as nearly 1 million units were shipped in 2018. We are in process of revamping Virtual Reality in Education Market with respect to COVID-19 Impact. by Jasmine Katatikarn | Last updated Dec 6, 2022. This adds up to approximately 64 million Americans who used VR in 2022. Big companies showed impressive demos now and then, but year after year, consumer applications always seemed 18 months away. Virtual reality never really left. Licensing difficulties and potential third-party copyright infringement were mentioned by 32% and 30% of those interviewed. 2023 COPYRIGHT DATAPROT ALL RIGHTS RESERVED. However, a study shows that many consumers share their VR devices. Another notable VR market share is the gesture-tracking device (GTD) segment. This is due to several reasons, but the price is the most common one. Advertiser Disclosure: DataProt is an independent review site dedicated to providing accurate information It was valued at $8.90 billion in 2018, so we are seeing rapid growth in VR sales projections. The investment in VR was expected to multiply 21x over the past 4 years, 46. Can virtual reality be dangerous for your health? Alyx is followed by another smash hit, Beat Saber, and then Pavlov VR - a multiplayer shooter. The CAGR of the healthcare-related VR segment is almost 20% for the forecast period 2022 to 2030. The annual revenue of the VR market will reach $4.8 billion in 2021. VR statistics reveal how a typical VR user perceives this technology. Our website also includes reviews of 11 million VR units will be sold by the end of 2021. Thats twice the normal donation rate. The following were our top virtual reality statistics and survey insights set to Its also bizarre, especially to people not used to the accompanying feeling of immersion. This figure is expected to rise, adding up to 23.8 million shipments of headsets in 2025. Most people use VR to play video games or watch movies. 50% of respondents called the metaverse, an online virtual reality space, exciting. This number is growing by the day, as many people get a chance to try VR at their friends house, at malls, stores, arcades, etc. And, more people have been using it thanks to ARs easier gate of entry. Virtual reality market statistics predict that 52.1 million and 82.1 million people in the United States will use VR and AR respectively at least once a month this year. Well dive into how popular virtual reality is, its demographics, and the economy behind it. Standalone VR headsets occupy 89.8 percent of global AR/VR headset shipments: In 2021, global shipments of AR/VR headsets grew by 348.4 percent as per an International Data Corporation (IDC) report. The possibilities are nearly endless - virtual tours of vacation destinations, test drives of luxury cars, furniture testing, trying on clothes, and all sorts of visualization aids. Definitely. The VR gaming industry earned $1.1 billion in 2020. The gaming segment of the virtual reality market is worth $1.9 billion, 21. Is it the next frontier of immersive tech, or just a gimmick? research, and advertisers have no control over the personal opinions expressed by team members, whose By current data, the VR software market is en route to reach $5 billion by the end of 2021. Over 23 million jobs will depend on VR by 2030, 34. The huge popularity of gaming in VR is another factor that contributes to increased demand for social interaction in the virtual world. In addition to several high-profile VR releases, the technology also started gaining traction in business and enterprise applications. Dollars). Corporate solution including all features. published.*. You need a Statista Account for unlimited access. All that startup potential is already showing and, within the next two years, things will get even more interesting. Virtual reality statistics from Gartners survey confirm the strong link between shopping and altered-reality platforms. This is another statistic that shows that the social aspect of VR is one of the key elements that the industry needs to pay attention to in the future. The VR gaming industry is steadily growing. Right now, VR is the peak of interactivity. Looking at the projections for the markets growth, in 2024, this tech sector should rake in over $12 billion in revenue (consumer and enterprise combined). Then you can access your favorite statistics via the star in the header. However, a significant 17% of VR users in America have a household income under $25,000. Virtual reality gaming technology brings extremely high user engagement and world-class gaming experience to its rapidly and widely growing user base. Some of the most popular virtual reality games allow you to create your avatar and set out in the virtual world where you can interact with other similar avatars. By 2024, global consumers are predicted to spend over $60 billion more than that. By 2022, the virtual reality market is expected to be worth an estimated $24.5 billion. Samsung Showcases First Curved 4K 240 Hz Monitor, Classic BlackBerry Phones to Stop Running on January 4, PC Games That Grabbed Our Attention in 2021. They believe in just 3 to 4 years. By 2026, this trend expects over 31 million to be shipped. The mention of the word metaverse rose sharply in corporate earning calls, with the word being mentioned 73 times in Q2 2021, : Morgan Stanley and other wealth management firms paid special attention to metaverse as an investment area in 2021. As soon as this statistic is updated, you will immediately be notified via e-mail. Interestingly, 75 percent said they maintain less physical distance between themselves and those they meet in VR than in real-world surroundings. Social networks present an ideal platform for advertising as well, and many companies already use AR and VR in both their brick-and-mortar and online stores. Another 39% are investing in upskilling their current employees to gain the metaverse skills needed for the future. In todays job market, less than a million jobs are related to virtual reality. Only recently have we begun seeing hardware thats both high-end and reasonably priced. According to a Greenlight Insights report, this number has risen sharply from only 45% in 2015, showing that people are getting more and more comfortable with VR. 83 percent of industry leaders believe that the pace of investment in immersive technology will increase: of 164 professionals from across industries, the investment climate is bullish. Meta Quest Pro vs Meta Quest 2: Which is Best? Augmented reality adds virtual elements to a live view, while virtual reality refers to complete immersion in a digital world. Not only that, but virtual reality statistics also show that VR is increasingly useful in commercial use and remote work. In a survey, 30% of men had tried a VR headset but only 16% of women had tried one, 27. The global virtual reality in manufacturing industry stood at USD 924.7 million in 2018 and is projected to reach USD 14,887.0 million by 2026, exhibiting a CAGR of 39.2% during the forecast period. 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